Target becomes amorous towards character of the Adept's choosing, who is visible at the time of Power's use. Target's ARE NOT PHYSICAL, but s/he will have very strong feelings of affection towards the object of their AMOUR. Target will do whatever possible to win the favor and/or help the object of their AMOUR.
Target does not have to agree with the suggestions from the object of their AMOUR. They may even oppose them, if they think it is for the object's safety and happiness (e.g. keeping a soldire out of combat so they cannot get hurt).
Any suggestions contrary to the Target's nature will not be followed. (No suicide, etc.) If Target is attacked by the Adept, Power is broken.
Droids are not affected by this power.
Awaken
Duration: Instant
Range: Touch
Requirement: SLEEP
Power allows Adept to awaken any Character that is under Force Power SLEEP or naturally asleep or unconscious. Character will AWAKEN immediately and be alert.
Befuddle
Duration: 1 min.
Range: Touch
Requirement: SENSE FORCE/DARK SIDE
Adept causes Target to become confused and unfamiliar with their surroundings. The Target is NOT susceptible to suggestions (this will only cause the Target to become even more confused).
Target simply does not understand with is being said, what is occurring, or who any of the characters are in the Target's vicinity. (This includes identity of the Target as well.)
The Target can still defend but WILL NOT attack. Target can still defend themselves using the Force (based on instinct) but cannot attack.
Blend (Self)
Duration:As long as Target remains motionless
Range: Touch
Requirement: SENSE FORCE/DARK SIDE
Special Components: Green Cloth approx. 18" square
Power renders Adept able to be seen, ONLY if Adept remains relatively motionless. The power enables the Adept to BLEND in any environment.
Blind
Duration: 5 min.
Range: Touch
Requirement:TRUE VISION
Countered by: CURE BLINDNESS
Power causes a Target to be unable to see. Only CURE BLINDNESS will reverse this Power.
Choke
Duration: Until Interripted or Target is unconscious
Range: 10 ft
Requirement: INJURE
Power allows Adept to "invisiblly" choke a Target's throat. Adept gestures at single Target with dominant hand, as if slowly choking their neck. Target will be unable to do anything besides choke. If Adept continues uninterrupted for thirty (30) seconds, Target will be unconscious. Target will be unconscious for sixty (60) seconds or until attacked.
If Adept is attacked while using this Power, the effect is ended.
Command
Duration: Until act is completed
Range: 10 ft
Requirement: TRUTH or INTERROGATE
Power allows Adept to give a Target a ONE word command. Target must follow the command from the Adept as best interpreted by the Target. (e.g. the command "kill" may cause the Target to attack the Adept) Must be a command that the Target can do or act out. "Die" is an extremely difficult action to follow.
Corrupt Area
Duration: 5 min.
Range: 10 ft. radius
Requirement:DRAIN FORCE
Countered by: SHARE FORCE
Special Component: Roll of string, Masking Tape (etc) and Strip of Red Cloth.
The Power creates an area of Dark Force. No Jedi or those of the Light Side of the Force can set foot within this area. If forced (no pun) inside the area, Light Side Force users will suffer the effects of PAIN for every minute in the are.
After the Power is used, the Adept must visibly attach a strip of red cloth to indicate the Power is active.
SHARE FORCE will restore a CORRUPT AREA.
Deflect (Self)
Duration: 10 min* or hit by Energy and/or FORCE BOLT
Range:Touch
Requirement: SENSE FORCE/DARK SIDE
Power allows Adept to DEFLECT one energy or blaster attack. This does NOT included non-energy weapons such as slug throwers, thrown objects, or primitive missile weapons.
If FORCE BOLT is used and hits Adept, the Adept may pick up the FORCE BOLT and choose a new target.
This Power CAN be used as a response to an attack.
Drain Force
Duration: Instant
Range: Touch
Requirement: SENSE FORCE/DARK SIDE
Special Notes: *Within power the term "Target Adept" signifies a character that is a user of the Force.
Adept must ONLY touch Target Adept* While touching Target Adept, Adept must state the spell "DRAIN FORCE" and count aloud "One-thousand ONE, one-thousand TWO, one-thousand THREE," etc. For each number the Adept reaches, the Target Adept loses that many Force Casting Points. The Adept gains these Casting Points from the Target Adept to replenish their own. The Adept cannot gain more Casting Points than their original amount.
The Power ends as soon as contact is broken. The Target Adept is not restricted by this Power can can break contact.
Drain Life
Duration: Special
Range: Touch
Requirement: DRAIN FORCE or SHARE FORCE
Power allows Adept to withdraw a Target's life essense. While touching target, Adept must state the power "DRAIN LIFE" and count aloud "One-thousand ONE, one-thousand TWO, one-thousand THREE," etc. For each number the Adept reaches, the Target Adept loses that many Body Points. The Adept gains these Body Points from the Target to replenish their own.
The Adept cannot DRAIN more Body Points than the Target has. The Adept cannot gain more Body Points than their original amount.
The Power ends as soon as contact is broken. The Target is not restricted by this Power can can break contact.
Droids are not affected by this Power.
Endure (Self)
Exception: 1x / day
Duration: Instant
Range: Touch
Requirement: None
Power gives Adept caster TWO (2) extra Body Points. Once these two Body Points are used, they cannot be regained. Power can only be cast on themselves one time a day. Subsequent castings on self on that day will be ineffective.
Adept can exceed a Total of 10 Hit Points.
Exhaustion
Duration: Constance Until Resting for 1 min.
Range: 10 ft
Power causes Target (1 only, specified by Adept) to become extremely fatigued until Target rests for 1 minute. While the target cannot fight well enough to do damage, they can defend themselves. The target is too tired to effectively fight with Force Powers or do anything that requires manual dexterity.
Fear
Duration: 5 minutes
Range 10’
Counter Spell: FORGET
Target (1 only) must be identified by Adept. Target becomes very afraid of the Adept , but can act consciously. They are able to defend, but are unlikely to attack.
Adept must specify what the Target is to be afraid of. (e.g. a Character, a bench, a campfire. etc.)
Droids are not affected by this power.
Feign Death
Duration: 30 minutes
Range: Touch
Requirement: SENSE FORCE/DARKSIDE
This Power is illusory in nature. Adept may describe how Target appears, but Target's identity will remain the same. Power remains until the target moves or time expires. The Target is not immobilized or silenced by this Power. Adept must first immobilize the Target if the Power is cast against the target’s will.
Attacks will not dispel FEIGN DEATH unless the Target moves. The Target cannot use Force Powers while under the effects of the Power.
During the duration the target is aware of their surroundings (unless unconscious, sleeping, etc.).
Droids are not affected by this Power.
Flee
Duration: 30 seconds
Range: Touch
Requirement: HOLD
Power causes Target to run away from the Adept. Target must FLEE from Adept. Target's only thought for the Duration is to get as far away as possible from the Adept.
Droids are not affected by this Power.
Force
Duration:Instant
Range: 10’
Requirement: HOLD
Required Verbal Component: “Force!”
Power causes all character, except Adept, in a single direction to be knocked to the ground. No damage is caused.
The Adept must yell "FORCE" and hold one arm extended in the direction of the FORCE. All Targets in that direction are knocked back/to the ground.
Force Armour
Duration: 5 minutes
Range: Self w/ Cloth
Requirement: Any 2 RESIST Powers
Marker: red cloth, approximately 18” square
Power creates a Force armour that protects Adept from all Physical and Force damage causing attacks. Other powers still have effect. (e.g. COMMAND, INFLUENCE, etc.)
The marker must be held above the target’s head for the duration of the spell. Adept's hands must remain empty (excluding marker) for the duration of the Power. No other Powers can be cast for the duration of this Power. Either of these actions will negate the spell.
Force Blast
Duration: instant
Range: 10’ radius
Required Verbal Component: “Force Blast!”
Power causes all characters, except Adept, within 10 foot radius to be knocked off their feet. No damage is caused.
Adept must yell "FORCE BLAST" while extending their arms away from the body.
Force Bolt
Duration: instant
Range: thrown packet/spell ball
Marker: spell ball
Requirement: FORCE BLAST and INJURE
FORCE BOLT is Force energy that inflicts TWO points of damage on the Target. Force Bolt must hit the Target to be effective, but does not ignore Target's armor.
Force Speed (Self)
Duration: 10 seconds
Range: Adept
Requirement: BLEND (self)
Special Components: Bright blue cloth 18" square
Power allows Adept to move at amazing speed. While moving, Adept is invisible and untraceable to most.
Bright Blue cloth must be held over head for duration of Power.
No other Powers may be cast by or against the Adept while they are moving.
Those with TRUE VISION will see those using FORCE SPEED.
Forget
Duration: one hour
Range: touch
Requirement: SENSE FORCE/DARK SIDE
Target immediately forgets a single, specific thing that the Adept designates. Adept must inform the Target of their choice. After one hour the target will be able to recall what was forgotten.
Fumble
Duration: 10 seconds
Range: 10’
Requirement: HOLD
Target cannot pick up or hold anything in their hands. Anything held by the Target at the time of the casting must be dropped.
Heal (Others)
Duration: instant
Range: touch
Requirement: HEAL (SELF)
Power causes damage to be removed from Target. Each time HEAL is cast, the Target restores ONE Body Point. Target cannot surpass original number of Body Points through the use of this Power.
If the Power is interrupted, no HEALING occurs.
Target should continue to role-play injuries, as they do not simply vanish. (i.e. they will be left sore, dizzy, tired, etc.).
Droids are not affected by this power.
This spell will cause one point of damage to most undead and spirits. (How? Try it sometime and see...)
Heal (Self)
Duration: instant
Range: touch
Requirements: SENSE FORCE/DARK SIDE
Power causes damage to be removed from *Adept ONLY. Each time HEAL is cast, the Adept restores ONE Body Point. The Adept cannot surpass original number of Body Points through the use of this Power.
If the Power is interrupted, no HEALING occurs.
Adept should continue to role-play injuries, as they do not simply vanish. (i.e. they will be left sore, dizzy, tired, etc.).
Droids are not affected by this power.
Hold
Duration: one minute
Range: touch
Requirement: SENSE FORCE/DARKSIDE
Power renders the Target of this power held immobile, but can still speak. The target is not protected from an attack. Target will become mobile immediately after being struck in an attack.
Incite
Duration: one minute
Range: touch
Requirement: FEAR
Power causes the Target to become angry, irrational, and violent.
*Special: The Adept can direct the Target’s anger towards a specific person or subject if they wish. The Adept can also choose to lessen the effects of the power and cause the target to be generally foul tempered. If the Adept attacks the target, the power is broken.
The target will argue, disagree and oppose actions by any object of their anger. Any suggestions contrary to the target’s nature will not be followed (i.e. no suicide, etc.).
Droids are not affected by this Power.
Influence
Duration: 5 minutes
Range: potion/powder dose
Description: Once affected, the target must change their decision or opinion on the next issue that comes before them in conversation. The target will act according to their new decision or opinion. If the new decision or opinion is against the target’s nature, they will follow it right to the moment of breaking their nature, then fail to perform the action.
Injure
Duration: Instant
Range: Touch
Requirement: PAIN
Power causes Adept's hands to be surrounded by Force energy. This Power does not cause Adept any damage.
By TOUCH, the Adept causes TWO points of damage to any living creature. Once Adept touches ANYTHING, the Power is used up.
Interrogate
Duration: one question
Range: touch
Requirement: PAIN
Target has a choice; answer Adept's question posed to Target, as truthfully as Target can OR suffer excruciating pain for 30 seconds and take ONE Body Point of damage. Question must be phrased carefully.
Droids are not affected by this power.
Levitate Object
Duration: one minute
Range 10 ft
Requirement: HOLD
Special Component: Force Spectre
Power allows Adept to make a physical object rise up. (With the help of their Force Spectre). Object will ONLY move in an up/down direction as determined by the Adept.
Lie (Others)
Duration: 5 questions
Range: touch
Requirement: LIE (Self)
Target must answer the next five questions posed to them (by anyone) falsely, revealing NONE of the true answer. The false answers should be believable.
Use of TRUTH Power will negate one of the LIES
Droids are not affected by this power.
Lie
Duration: special
Range: touch
Counter Spell: truth (see below)
Description: The target must answer the next five questions posed to them (by anyone) falsely, revealing nothing of the true answer. The false answers should be believable.
Lightsaber Combat
Duration : Instant
Range: Self
Requirement: SENSE FORCE/DARK SIDE
Special Component: Lightsaber
This power allows Adept to control and wield a single bladed lightsaber without injury to self. All lightsabers must be approved by GM before use in game.
Lightsaber Combat (Special)
Duration: Instant
Range: Self
Requirement: LIGHTSABER COMBAT
Special Component: Lightsaber (Special)
This Power allows Adept to control and wield any one special, specific lightsaber (i.e. double-bladed, multi-bladed, extended-blade) without injury to self. All special lightsabers must be approved by GM before use in game.
Pain
Duration: one minute or until attacked
Range: touch
Requirement: SENSE FORCE/DARK SIDE
Target is engulfed in indescribable pain. This pain covers the entire body. The target cannot flight, flee, use Force powers, or escape the pain. They can only writhe in agony. If the target is attacked, the spell dissipates.
Poison
Duration: one hour
Range: touch
Requirement: Injure
Power poisons the target’s blood, causing them to suffer excruciating pain. Target loses one BP every 15 minutes for one hour. These lost BP cannot be regained by any means until purify blood has been cast or the duration ends.
Postcognition
Exception: 1x/day
Duration: Instant
Range: Touch
Requirement: TRUE VISION
Power allows Adept to read an object or area in order to tell what events have happened in the very reason past. This information is not specific in nature and can be confusing to the Adept. Note: Use of this power requires that the GM know of all characters that have it before day of the game so that information can be provided.
Precognition
Exception: 1x/day
Duration: Instant
Range: Touch
Requirement: POSTCOGNITION
Power allows Adept to read and object or area to tell what events may happen in the future. This information is not specific in nature and can be confusing to the Adept. Note: Use of this power requires that the GM know of all characters that have it before day of the game so that information can be provided.
Purify Blood (Others)
Duration: instant
Range: touch
Requirement: PURIFY BLOOD (SELF)
Power cleanses the Target’s blood of all potions, powders, poisons, alcohol, or any other blood related maladies or benefits. This spell does not restore lost BP, but it will cure in-game hangovers!
Droids are not affected by this power
Purify Blood (Self)
Duration: instant
Range: touch or potion/powder dose
Requirement: HEAL (Self)
Power cleanses the Adept's blood of all potions, powders, poisons, alcohol, or any other blood related maladies or benefits. The Power does not restore lost BP, but it will cure in-game hangovers!
Receptive Telepathy
Duration: Instant
Range: 10 ft
Requirements: COMMAND
Power allows the Adept to 'read' the surface thoughts/emotions of a single living Target. This takes the form of either reading the emotions of the Target (i.e. Angry, Sad, Worried, Nervous) or if the Target is being honest or not.
If the Target has the ability to block mental influence, the Adept will be told "they cannot sense anything".
Droids are not affected by this power.
Recollection
Duration: one hour
Range: touch
Requirement: COMMAND
Power allows the Adept to install one specific false memory into the mind of the Target.The Target will remember one specific thing the Adept delineates. The RECOLLECTION must be described in a single verb sentence
"A krayt dragon chased you into the Jundland Wastes" - Would work.
"A krayt dragon took your lightsaber, crushed your landspeeder, then chased you into the Jundland wastes" - would not work, because it contains 3 verbs.
If the Adept attempts to place a recollection of an act that is against the very nature of the target or of something completely impossible, the Power fails. Otherwise, the Target's other memories will fall in line with the affixed RECOLLECTION
RECOLLECTION does not counter FORGET.
Droids are not affected by this Power,
Repulse
Duration: Concentration
Range: 10’
Requirements: FORCE BLAST
Power creates a 10’ radius barrier around the caster that no creatures can pass through. Anyone closer than 10’ at the time of casting is pushed away from the mage. Projectiles and Force Powers can pass through the barrier. Adept must hold arms outstretched and continue to repeat the word “repulse”.
As soon as the Adept stops saying the word “REPULSE" the Power is broken. The Adept cannot engage in combat or use any other Powers while repulse is active.
This power does not affect spirits or other intangibles.
Resist Influence (Self)
Duration: 10 min, or Use of Mental Force Power
Range: Self
Requirement: INFLUENCE
Power allows Adept to resist ONE mind-influencing Force Power. This Power must be 'activated' prior to the Force Power being used on the Adept.
This power works against AMOUR, BEFUDDLE, COMMAND, FEAR, FLEE, INCITE, INFLUENCE, RECEPTIVE TELEPATHY, RECOLLECTION.
The effectiveness of the resistance is the GM's discretion.
Resist Pain (Self)
Duration: Instant
Range: Self
Requirement: PAIN
Power allows Adept to ignore ONE attempt to inflict pain. This power may be used in reaction to a Physical or Force Power attack against the Adept.
This includes PAIN AND INTERROGATE
The effectiveness of the resistance is at the GM's discretion.
Resist Unconsciousness (Self)
Duration: Instant
Range: Self
Requirement: AWAKENPower allows Adept to remain conscious against ONE attempt to render unconsciousness. This power may be used in reaction to a physical or Force Power attack against the Adept.
The effectiveness of the resistance is at the GM's discretion.
Sense Force/Dark Side
Duration: Instant
Range 10 ft
Requirement: None
Power enables Adept to sense the presence of any Force-use within a 10 ft radius.
Those Targets affected by this Power will glow with a Force aura, allowing the Adept to tell which characters are Light side or Dark side. Power enables Adept to be able to DETECT if someone is under the influence of a Force Power or if a Force Power has been cast upon a Character.
Power will also reveal whether objects were created using Force powers. Items will glow with a Force aura. For an item that is hidden from view, the area in which it is concealed will glow with a Force Aura.
Share Force
Duration: instant
Range: touch
Requirement: SENSE FORCE/DARK SIDE
Special Note: Force Points can ONLY be shared with those that can wield the Force.
Power allows Adept to give ONE Casting Point to another Force User. To give the Force User ONE Casting Point, the Adept must spend ONE Casting Point to cast SHARE and must either give up ONE of his/her Casting Points or Body Points to complete the spell.
Target cannot gain more than their normal maximum for Casting Points. Adept cannot SHARE Casting Points if he/she does not have enough Casting or Body Points available.
Shift (Self)
Duration: 10 sec*
Range: touch
Requirement: FORCE SPEED
Marker: blue cloth, approximately 18” square AND a bright green cloth 18" square
Power renders one target invisible, intangible, and untraceable while moving. The markers must be held above the target’s head for the duration of the spell. No other Powers may be cast by or against the Adept while SHIFTING.
*The duration cannot be shortened or lengthened by any means.
Silence
Duration: 5 minutes
Range: touch
Requirement: SENSE FORCE/DARK SIDE
Marker: orange cloth, approximately 18” square
Target cannot speak nor utter any sound whatsoever. This includes playing instruments. No sound will emanate from that person’s immediate area.
An Orange Flag may be given to the target to make others aware that he/she is unable to make any sounds (including noise frmo walking, etc.)
Target can use Force Powers while under SILENCE, with the exception of voice-based Powers.
Sleep
Duration: 5 minutes or AWAKEN
Range: touch
Requirement: STUN
Target immediately falls unconscious.. Target can be awakened by shaking while shouting at the Target to wake up. This procedure will take 20 seconds for the Target to wake. Upon being attacked, the Character wakes up immediately.
Stun
Duration: 1 minutes or AWAKEN
Range: touch
Requirement: SENSE FORCE/DARK SIDE
Target immediately falls unconscious.. Target can be awakened by shaking while shouting at the Target to wake up. This procedure will take 20 seconds for the Target to wake. Upon being attacked, the Character wakes up immediately.
Telekenesis
Duration: Until object reaches destination
Range: 10 ft
Requirement: LEVITATE OBJECT
Special Component: Force Spectre
Power allows Adept to make a Physical object move (with the aid of a Force Spectre) Object will move in any direction as determined by the Adept.
True Vision
Duration: 5 minutes
Range: line of sight
Requirement: SENSE FORCE/DARK SIDE
Power allows Adept to see creatures that are veiled from normal view (i.e. polymorphed, illusory, invisible, blended, etc.). Things will appear as they were before they had the Power cast upon them.
Truth
Duration: 1 question
Range: touch
Target must answer Adept's question posed to them as TRUTHFULLY as they can. The question, therefore, should be phrased carefully.
Understand Creature
Duration: 5 minutes
Range: 10’
Requirements: SENSE FORCE/DARK SIDE
Power allows the Adept to speak with all monsters* within range. Adept will be able to understand the creatures, and the creatures can understand the Adept. The monsters are not obligated to talk, nor must they answer truthfully.
*The GM has the right to decide whether monsters understand Adept and/or may be understood by Adept.
Proposed Powers
Projective Telepathy
Range: Line of Sight/Emotional Bond
Duration: 10 Seconds
Pre-requisites: Receptive Telepathy
OOG Material: Force Ghost
The Adept can project a short message or picture image into the mind of a target. The target must be visible to the Adept or have formed an emotional bond with them and be within reasonable proximity. The Adept must voice the message aloud in order to project it. The message is then heard in the Adept’s own voice only by the target.
OOG Mechanics The target will ‘hear’ the voice of the Adept within their head, allowing them to identify who is sending messages, with the Force Ghost stating who the message is from. If the Adept is unknown to the target, the Force Ghost can specify ‘male’ or ‘female’ sending the message. The Ghost can also provide emotional indicators, i.e ‘he was worried, she said it calmly, he sounded menacing’
If the Adept is sending an image, the Ghost will describe the image or allow the target a quick glimpse at an object or document.
Slice Weapon
Range: Touch
Duration: Instant
Pre Requisite: Lightsaber Combat
The Jedi can focus their concentration into destroying an opponents’ weapon. The Adept calls “SLICE” upon a successful weapon strike against vibroblade or blaster. The weapon is effectively destroyed and is useless until an appropriate repair skill has been used on it.
Meditation Trance
Duration: Special–Pre-Determined (5 minutes minimum)
Range: Self
Prerequisite: Detect Force, Feign Death
The Adept tunes out the material plane around them and focus solely on the Force for a pre-determined length of time. 5 minutes, 10 minutes, etc. While in a meditation trance, the Adept is more in tune with the Force and more receptive to sensing the feel of an area’s latent Force reading (like Commune with Nature from Xaria). The Adept also recovers FP at an increased rate of 1 per 10 minutes as opposed to 1 per 15.
While in the Trance, the Adept is unaware of the world around them. A battle could be raging by and they would not notice. The Adept is oblivious to any conversations or actions taken while they are in the trance. An Adept CANNOT bring themselves out of the trance early without some kind of assistance; being attacked, shaken awake for 30 seconds, the AWAKEN Force Power, PROJECTIVE TELEPATHY, or major disturbances in the Force.
Enhanced Senses
Range: 10 ft
Duration: 5 mintues
Requirements: Sense Force
OOG Materials: Force Ghost
By focusing their senses, a Jedi can see and hear with greater clarity than a normal person. Their immediate surroundings are tuned out while they concentrate on seeing something in the distance or listening in more attentively. The Adept can respond to their environment but major actions (combat, using a Force Power, or rapid movement) will break the Enhanced Senses.
OOG Mechanics: The Force Ghost acts as the remote eyes and ears of the Adept, listening or observing those nearby for up to 5 minutes. The Ghost can then relay the conversation to the Adept or tell them what they would have observed.
Force Powers
Amour
Duration: 5 minutesRange: Touch
Requirement: INFLUENCE
Target becomes amorous towards character of the Adept's choosing, who is visible at the time of Power's use. Target's ARE NOT PHYSICAL, but s/he will have very strong feelings of affection towards the object of their AMOUR. Target will do whatever possible to win the favor and/or help the object of their AMOUR.
Target does not have to agree with the suggestions from the object of their AMOUR. They may even oppose them, if they think it is for the object's safety and happiness (e.g. keeping a soldire out of combat so they cannot get hurt).Any suggestions contrary to the Target's nature will not be followed. (No suicide, etc.) If Target is attacked by the Adept, Power is broken.
Droids are not affected by this power.
Awaken
Duration: InstantRange: Touch
Requirement: SLEEP
Power allows Adept to awaken any Character that is under Force Power SLEEP or naturally asleep or unconscious. Character will AWAKEN immediately and be alert.
Befuddle
Duration: 1 min.Range: Touch
Requirement: SENSE FORCE/DARK SIDE
Adept causes Target to become confused and unfamiliar with their surroundings. The Target is NOT susceptible to suggestions (this will only cause the Target to become even more confused).
Target simply does not understand with is being said, what is occurring, or who any of the characters are in the Target's vicinity. (This includes identity of the Target as well.)
The Target can still defend but WILL NOT attack. Target can still defend themselves using the Force (based on instinct) but cannot attack.
Blend (Self)
Duration:As long as Target remains motionlessRange: Touch
Requirement: SENSE FORCE/DARK SIDE
Special Components: Green Cloth approx. 18" square
Power renders Adept able to be seen, ONLY if Adept remains relatively motionless. The power enables the Adept to BLEND in any environment.
Blind
Duration: 5 min.Range: Touch
Requirement:TRUE VISION
Countered by: CURE BLINDNESS
Power causes a Target to be unable to see. Only CURE BLINDNESS will reverse this Power.
Choke
Duration: Until Interripted or Target is unconsciousRange: 10 ft
Requirement: INJURE
Power allows Adept to "invisiblly" choke a Target's throat. Adept gestures at single Target with dominant hand, as if slowly choking their neck. Target will be unable to do anything besides choke. If Adept continues uninterrupted for thirty (30) seconds, Target will be unconscious. Target will be unconscious for sixty (60) seconds or until attacked.
If Adept is attacked while using this Power, the effect is ended.
Command
Duration: Until act is completedRange: 10 ft
Requirement: TRUTH or INTERROGATE
Power allows Adept to give a Target a ONE word command. Target must follow the command from the Adept as best interpreted by the Target. (e.g. the command "kill" may cause the Target to attack the Adept) Must be a command that the Target can do or act out. "Die" is an extremely difficult action to follow.
Corrupt Area
Duration: 5 min.Range: 10 ft. radius
Requirement:DRAIN FORCE
Countered by: SHARE FORCE
Special Component: Roll of string, Masking Tape (etc) and Strip of Red Cloth.
The Power creates an area of Dark Force. No Jedi or those of the Light Side of the Force can set foot within this area. If forced (no pun) inside the area, Light Side Force users will suffer the effects of PAIN for every minute in the are.
After the Power is used, the Adept must visibly attach a strip of red cloth to indicate the Power is active.
SHARE FORCE will restore a CORRUPT AREA.
Deflect (Self)
Duration: 10 min* or hit by Energy and/or FORCE BOLTRange:Touch
Requirement: SENSE FORCE/DARK SIDE
Power allows Adept to DEFLECT one energy or blaster attack. This does NOT included non-energy weapons such as slug throwers, thrown objects, or primitive missile weapons.
If FORCE BOLT is used and hits Adept, the Adept may pick up the FORCE BOLT and choose a new target.
This Power CAN be used as a response to an attack.
Drain Force
Duration: InstantRange: Touch
Requirement: SENSE FORCE/DARK SIDE
Special Notes: *Within power the term "Target Adept" signifies a character that is a user of the Force.
Adept must ONLY touch Target Adept* While touching Target Adept, Adept must state the spell "DRAIN FORCE" and count aloud "One-thousand ONE, one-thousand TWO, one-thousand THREE," etc. For each number the Adept reaches, the Target Adept loses that many Force Casting Points. The Adept gains these Casting Points from the Target Adept to replenish their own. The Adept cannot gain more Casting Points than their original amount.
The Power ends as soon as contact is broken. The Target Adept is not restricted by this Power can can break contact.
Drain Life
Duration: SpecialRange: Touch
Requirement: DRAIN FORCE or SHARE FORCE
Power allows Adept to withdraw a Target's life essense. While touching target, Adept must state the power "DRAIN LIFE" and count aloud "One-thousand ONE, one-thousand TWO, one-thousand THREE," etc. For each number the Adept reaches, the Target Adept loses that many Body Points. The Adept gains these Body Points from the Target to replenish their own.
The Adept cannot DRAIN more Body Points than the Target has. The Adept cannot gain more Body Points than their original amount.
The Power ends as soon as contact is broken. The Target is not restricted by this Power can can break contact.
Droids are not affected by this Power.
Endure (Self)
Exception: 1x / dayDuration: Instant
Range: Touch
Requirement: None
Power gives Adept caster TWO (2) extra Body Points. Once these two Body Points are used, they cannot be regained. Power can only be cast on themselves one time a day. Subsequent castings on self on that day will be ineffective.
Adept can exceed a Total of 10 Hit Points.
Exhaustion
Duration: Constance Until Resting for 1 min.Range: 10 ft
Power causes Target (1 only, specified by Adept) to become extremely fatigued until Target rests for 1 minute. While the target cannot fight well enough to do damage, they can defend themselves. The target is too tired to effectively fight with Force Powers or do anything that requires manual dexterity.
Fear
Duration: 5 minutesRange 10’
Counter Spell: FORGET
Target (1 only) must be identified by Adept. Target becomes very afraid of the Adept , but can act consciously. They are able to defend, but are unlikely to attack.
Adept must specify what the Target is to be afraid of. (e.g. a Character, a bench, a campfire. etc.)
Droids are not affected by this power.
Feign Death
Duration: 30 minutesRange: Touch
Requirement: SENSE FORCE/DARKSIDE
This Power is illusory in nature. Adept may describe how Target appears, but Target's identity will remain the same. Power remains until the target moves or time expires. The Target is not immobilized or silenced by this Power. Adept must first immobilize the Target if the Power is cast against the target’s will.
Attacks will not dispel FEIGN DEATH unless the Target moves. The Target cannot use Force Powers while under the effects of the Power.
During the duration the target is aware of their surroundings (unless unconscious, sleeping, etc.).
Droids are not affected by this Power.
Flee
Duration: 30 secondsRange: Touch
Requirement: HOLD
Power causes Target to run away from the Adept. Target must FLEE from Adept. Target's only thought for the Duration is to get as far away as possible from the Adept.
Droids are not affected by this Power.
Force
Duration:InstantRange: 10’
Requirement: HOLD
Required Verbal Component: “Force!”
Power causes all character, except Adept, in a single direction to be knocked to the ground. No damage is caused.
The Adept must yell "FORCE" and hold one arm extended in the direction of the FORCE. All Targets in that direction are knocked back/to the ground.
Force Armour
Duration: 5 minutesRange: Self w/ Cloth
Requirement: Any 2 RESIST Powers
Marker: red cloth, approximately 18” square
Power creates a Force armour that protects Adept from all Physical and Force damage causing attacks. Other powers still have effect. (e.g. COMMAND, INFLUENCE, etc.)
The marker must be held above the target’s head for the duration of the spell. Adept's hands must remain empty (excluding marker) for the duration of the Power. No other Powers can be cast for the duration of this Power. Either of these actions will negate the spell.
Force Blast
Duration: instantRange: 10’ radius
Required Verbal Component: “Force Blast!”
Power causes all characters, except Adept, within 10 foot radius to be knocked off their feet. No damage is caused.
Adept must yell "FORCE BLAST" while extending their arms away from the body.
Force Bolt
Duration: instantRange: thrown packet/spell ball
Marker: spell ball
Requirement: FORCE BLAST and INJURE
FORCE BOLT is Force energy that inflicts TWO points of damage on the Target. Force Bolt must hit the Target to be effective, but does not ignore Target's armor.
Force Speed (Self)
Duration: 10 secondsRange: Adept
Requirement: BLEND (self)
Special Components: Bright blue cloth 18" square
Power allows Adept to move at amazing speed. While moving, Adept is invisible and untraceable to most.
Bright Blue cloth must be held over head for duration of Power.
No other Powers may be cast by or against the Adept while they are moving.
Those with TRUE VISION will see those using FORCE SPEED.
Forget
Duration: one hourRange: touch
Requirement: SENSE FORCE/DARK SIDE
Target immediately forgets a single, specific thing that the Adept designates. Adept must inform the Target of their choice. After one hour the target will be able to recall what was forgotten.
Fumble
Duration: 10 secondsRange: 10’
Requirement: HOLD
Target cannot pick up or hold anything in their hands. Anything held by the Target at the time of the casting must be dropped.
Heal (Others)
Duration: instantRange: touch
Requirement: HEAL (SELF)
Power causes damage to be removed from Target. Each time HEAL is cast, the Target restores ONE Body Point. Target cannot surpass original number of Body Points through the use of this Power.
If the Power is interrupted, no HEALING occurs.
Target should continue to role-play injuries, as they do not simply vanish. (i.e. they will be left sore, dizzy, tired, etc.).
Droids are not affected by this power.
This spell will cause one point of damage to most undead and spirits. (How? Try it sometime and see...)
Heal (Self)
Duration: instantRange: touch
Requirements: SENSE FORCE/DARK SIDE
Power causes damage to be removed from *Adept ONLY. Each time HEAL is cast, the Adept restores ONE Body Point. The Adept cannot surpass original number of Body Points through the use of this Power.
If the Power is interrupted, no HEALING occurs.
Adept should continue to role-play injuries, as they do not simply vanish. (i.e. they will be left sore, dizzy, tired, etc.).
Droids are not affected by this power.
Hold
Duration: one minuteRange: touch
Requirement: SENSE FORCE/DARKSIDE
Power renders the Target of this power held immobile, but can still speak. The target is not protected from an attack. Target will become mobile immediately after being struck in an attack.
Incite
Duration: one minuteRange: touch
Requirement: FEAR
Power causes the Target to become angry, irrational, and violent.
*Special: The Adept can direct the Target’s anger towards a specific person or subject if they wish. The Adept can also choose to lessen the effects of the power and cause the target to be generally foul tempered. If the Adept attacks the target, the power is broken.
The target will argue, disagree and oppose actions by any object of their anger. Any suggestions contrary to the target’s nature will not be followed (i.e. no suicide, etc.).
Droids are not affected by this Power.
Influence
Duration: 5 minutesRange: potion/powder dose
Description: Once affected, the target must change their decision or opinion on the next issue that comes before them in conversation. The target will act according to their new decision or opinion. If the new decision or opinion is against the target’s nature, they will follow it right to the moment of breaking their nature, then fail to perform the action.
Injure
Duration: InstantRange: Touch
Requirement: PAIN
Power causes Adept's hands to be surrounded by Force energy. This Power does not cause Adept any damage.
By TOUCH, the Adept causes TWO points of damage to any living creature. Once Adept touches ANYTHING, the Power is used up.
Interrogate
Duration: one questionRange: touch
Requirement: PAIN
Target has a choice; answer Adept's question posed to Target, as truthfully as Target can OR suffer excruciating pain for 30 seconds and take ONE Body Point of damage. Question must be phrased carefully.
Droids are not affected by this power.
Levitate Object
Duration: one minuteRange 10 ft
Requirement: HOLD
Special Component: Force Spectre
Power allows Adept to make a physical object rise up. (With the help of their Force Spectre). Object will ONLY move in an up/down direction as determined by the Adept.
Lie (Others)
Duration: 5 questionsRange: touch
Requirement: LIE (Self)
Target must answer the next five questions posed to them (by anyone) falsely, revealing NONE of the true answer. The false answers should be believable.
Use of TRUTH Power will negate one of the LIES
Droids are not affected by this power.
Lie
Duration: specialRange: touch
Counter Spell: truth (see below)
Description: The target must answer the next five questions posed to them (by anyone) falsely, revealing nothing of the true answer. The false answers should be believable.
Lightsaber Combat
Duration : InstantRange: Self
Requirement: SENSE FORCE/DARK SIDE
Special Component: Lightsaber
This power allows Adept to control and wield a single bladed lightsaber without injury to self. All lightsabers must be approved by GM before use in game.
Lightsaber Combat (Special)
Duration: InstantRange: Self
Requirement: LIGHTSABER COMBAT
Special Component: Lightsaber (Special)
This Power allows Adept to control and wield any one special, specific lightsaber (i.e. double-bladed, multi-bladed, extended-blade) without injury to self. All special lightsabers must be approved by GM before use in game.
Pain
Duration: one minute or until attackedRange: touch
Requirement: SENSE FORCE/DARK SIDE
Target is engulfed in indescribable pain. This pain covers the entire body. The target cannot flight, flee, use Force powers, or escape the pain. They can only writhe in agony. If the target is attacked, the spell dissipates.
Poison
Duration: one hourRange: touch
Requirement: Injure
Power poisons the target’s blood, causing them to suffer excruciating pain. Target loses one BP every 15 minutes for one hour. These lost BP cannot be regained by any means until purify blood has been cast or the duration ends.
Postcognition
Exception: 1x/dayDuration: Instant
Range: Touch
Requirement: TRUE VISION
Power allows Adept to read an object or area in order to tell what events have happened in the very reason past. This information is not specific in nature and can be confusing to the Adept. Note: Use of this power requires that the GM know of all characters that have it before day of the game so that information can be provided.
Precognition
Exception: 1x/dayDuration: Instant
Range: Touch
Requirement: POSTCOGNITION
Power allows Adept to read and object or area to tell what events may happen in the future. This information is not specific in nature and can be confusing to the Adept. Note: Use of this power requires that the GM know of all characters that have it before day of the game so that information can be provided.
Purify Blood (Others)
Duration: instantRange: touch
Requirement: PURIFY BLOOD (SELF)
Power cleanses the Target’s blood of all potions, powders, poisons, alcohol, or any other blood related maladies or benefits. This spell does not restore lost BP, but it will cure in-game hangovers!
Droids are not affected by this power
Purify Blood (Self)
Duration: instantRange: touch or potion/powder dose
Requirement: HEAL (Self)
Power cleanses the Adept's blood of all potions, powders, poisons, alcohol, or any other blood related maladies or benefits. The Power does not restore lost BP, but it will cure in-game hangovers!
Receptive Telepathy
Duration: InstantRange: 10 ft
Requirements: COMMAND
Power allows the Adept to 'read' the surface thoughts/emotions of a single living Target. This takes the form of either reading the emotions of the Target (i.e. Angry, Sad, Worried, Nervous) or if the Target is being honest or not.
If the Target has the ability to block mental influence, the Adept will be told "they cannot sense anything".
Droids are not affected by this power.
Recollection
Duration: one hourRange: touch
Requirement: COMMAND
Power allows the Adept to install one specific false memory into the mind of the Target.The Target will remember one specific thing the Adept delineates. The RECOLLECTION must be described in a single verb sentence
"A krayt dragon chased you into the Jundland Wastes" - Would work.
"A krayt dragon took your lightsaber, crushed your landspeeder, then chased you into the Jundland wastes" - would not work, because it contains 3 verbs.
If the Adept attempts to place a recollection of an act that is against the very nature of the target or of something completely impossible, the Power fails. Otherwise, the Target's other memories will fall in line with the affixed RECOLLECTION
RECOLLECTION does not counter FORGET.
Droids are not affected by this Power,
Repulse
Duration: ConcentrationRange: 10’
Requirements: FORCE BLAST
Power creates a 10’ radius barrier around the caster that no creatures can pass through. Anyone closer than 10’ at the time of casting is pushed away from the mage. Projectiles and Force Powers can pass through the barrier. Adept must hold arms outstretched and continue to repeat the word “repulse”.
As soon as the Adept stops saying the word “REPULSE" the Power is broken. The Adept cannot engage in combat or use any other Powers while repulse is active.
This power does not affect spirits or other intangibles.
Resist Influence (Self)
Duration: 10 min, or Use of Mental Force PowerRange: Self
Requirement: INFLUENCE
Power allows Adept to resist ONE mind-influencing Force Power. This Power must be 'activated' prior to the Force Power being used on the Adept.
This power works against AMOUR, BEFUDDLE, COMMAND, FEAR, FLEE, INCITE, INFLUENCE, RECEPTIVE TELEPATHY, RECOLLECTION.
The effectiveness of the resistance is the GM's discretion.
Resist Pain (Self)
Duration: Instant
Range: SelfRequirement: PAIN
Power allows Adept to ignore ONE attempt to inflict pain. This power may be used in reaction to a Physical or Force Power attack against the Adept.
This includes PAIN AND INTERROGATE
The effectiveness of the resistance is at the GM's discretion.
Resist Unconsciousness (Self)
Duration: InstantRange: Self
Requirement: AWAKENPower allows Adept to remain conscious against ONE attempt to render unconsciousness. This power may be used in reaction to a physical or Force Power attack against the Adept.
The effectiveness of the resistance is at the GM's discretion.
Sense Force/Dark Side
Duration: InstantRange 10 ft
Requirement: None
Power enables Adept to sense the presence of any Force-use within a 10 ft radius.
Those Targets affected by this Power will glow with a Force aura, allowing the Adept to tell which characters are Light side or Dark side. Power enables Adept to be able to DETECT if someone is under the influence of a Force Power or if a Force Power has been cast upon a Character.
Power will also reveal whether objects were created using Force powers. Items will glow with a Force aura. For an item that is hidden from view, the area in which it is concealed will glow with a Force Aura.
Share Force
Duration: instantRange: touch
Requirement: SENSE FORCE/DARK SIDE
Special Note: Force Points can ONLY be shared with those that can wield the Force.
Power allows Adept to give ONE Casting Point to another Force User. To give the Force User ONE Casting Point, the Adept must spend ONE Casting Point to cast SHARE and must either give up ONE of his/her Casting Points or Body Points to complete the spell.
Target cannot gain more than their normal maximum for Casting Points. Adept cannot SHARE Casting Points if he/she does not have enough Casting or Body Points available.
Shift (Self)
Duration: 10 sec*Range: touch
Requirement: FORCE SPEED
Marker: blue cloth, approximately 18” square AND a bright green cloth 18" square
Power renders one target invisible, intangible, and untraceable while moving. The markers must be held above the target’s head for the duration of the spell. No other Powers may be cast by or against the Adept while SHIFTING.
*The duration cannot be shortened or lengthened by any means.
Silence
Duration: 5 minutesRange: touch
Requirement: SENSE FORCE/DARK SIDE
Marker: orange cloth, approximately 18” square
Target cannot speak nor utter any sound whatsoever. This includes playing instruments. No sound will emanate from that person’s immediate area.
An Orange Flag may be given to the target to make others aware that he/she is unable to make any sounds (including noise frmo walking, etc.)
Target can use Force Powers while under SILENCE, with the exception of voice-based Powers.
Sleep
Duration: 5 minutes or AWAKENRange: touch
Requirement: STUN
Target immediately falls unconscious.. Target can be awakened by shaking while shouting at the Target to wake up. This procedure will take 20 seconds for the Target to wake. Upon being attacked, the Character wakes up immediately.
Stun
Duration: 1 minutes or AWAKENRange: touch
Requirement: SENSE FORCE/DARK SIDE
Target immediately falls unconscious.. Target can be awakened by shaking while shouting at the Target to wake up. This procedure will take 20 seconds for the Target to wake. Upon being attacked, the Character wakes up immediately.
Telekenesis
Duration: Until object reaches destinationRange: 10 ft
Requirement: LEVITATE OBJECT
Special Component: Force Spectre
Power allows Adept to make a Physical object move (with the aid of a Force Spectre) Object will move in any direction as determined by the Adept.
True Vision
Duration: 5 minutesRange: line of sight
Requirement: SENSE FORCE/DARK SIDE
Power allows Adept to see creatures that are veiled from normal view (i.e. polymorphed, illusory, invisible, blended, etc.). Things will appear as they were before they had the Power cast upon them.
Truth
Duration: 1 questionRange: touch
Target must answer Adept's question posed to them as TRUTHFULLY as they can. The question, therefore, should be phrased carefully.
Understand Creature
Duration: 5 minutesRange: 10’
Requirements: SENSE FORCE/DARK SIDE
Power allows the Adept to speak with all monsters* within range. Adept will be able to understand the creatures, and the creatures can understand the Adept. The monsters are not obligated to talk, nor must they answer truthfully.
*The GM has the right to decide whether monsters understand Adept and/or may be understood by Adept.
Proposed Powers
Projective Telepathy
Range: Line of Sight/Emotional Bond
Duration: 10 Seconds
Pre-requisites: Receptive Telepathy
OOG Material: Force Ghost
The Adept can project a short message or picture image into the mind of a target. The target must be visible to the Adept or have formed an emotional bond with them and be within reasonable proximity. The Adept must voice the message aloud in order to project it. The message is then heard in the Adept’s own voice only by the target.
OOG Mechanics The target will ‘hear’ the voice of the Adept within their head, allowing them to identify who is sending messages, with the Force Ghost stating who the message is from. If the Adept is unknown to the target, the Force Ghost can specify ‘male’ or ‘female’ sending the message. The Ghost can also provide emotional indicators, i.e ‘he was worried, she said it calmly, he sounded menacing’
If the Adept is sending an image, the Ghost will describe the image or allow the target a quick glimpse at an object or document.
Slice Weapon
Range: Touch
Duration: Instant
Pre Requisite: Lightsaber Combat
The Jedi can focus their concentration into destroying an opponents’ weapon. The Adept calls “SLICE” upon a successful weapon strike against vibroblade or blaster. The weapon is effectively destroyed and is useless until an appropriate repair skill has been used on it.
Meditation Trance
Duration: Special–Pre-Determined (5 minutes minimum)
Range: Self
Prerequisite: Detect Force, Feign Death
The Adept tunes out the material plane around them and focus solely on the Force for a pre-determined length of time. 5 minutes, 10 minutes, etc. While in a meditation trance, the Adept is more in tune with the Force and more receptive to sensing the feel of an area’s latent Force reading (like Commune with Nature from Xaria). The Adept also recovers FP at an increased rate of 1 per 10 minutes as opposed to 1 per 15.
While in the Trance, the Adept is unaware of the world around them. A battle could be raging by and they would not notice. The Adept is oblivious to any conversations or actions taken while they are in the trance. An Adept CANNOT bring themselves out of the trance early without some kind of assistance; being attacked, shaken awake for 30 seconds, the AWAKEN Force Power, PROJECTIVE TELEPATHY, or major disturbances in the Force.
Enhanced Senses
Range: 10 ft
Duration: 5 mintues
Requirements: Sense Force
OOG Materials: Force Ghost
By focusing their senses, a Jedi can see and hear with greater clarity than a normal person. Their immediate surroundings are tuned out while they concentrate on seeing something in the distance or listening in more attentively. The Adept can respond to their environment but major actions (combat, using a Force Power, or rapid movement) will break the Enhanced Senses.
OOG Mechanics: The Force Ghost acts as the remote eyes and ears of the Adept, listening or observing those nearby for up to 5 minutes. The Ghost can then relay the conversation to the Adept or tell them what they would have observed.